class DisruptorBodyFlame extends Emitter;

simulated function PostNetBeginPlay()
{

	SetTimer(2.5, false);
	LightRadius=default.LightRadius+((Frand()-0.5)*1.5);
	LightBrightness=default.LightBrightness+((Frand()-0.5)*40);
}

simulated function Timer()
{
	Kill();
}

defaultproperties
{
     Begin Object Class=SpriteEmitter Name=SpriteEmitter1
         UseColorScale=True
         FadeOut=True
         FadeIn=True
         SpinParticles=True
         DampRotation=True
         UseSizeScale=True
         UseRegularSizeScale=False
         UniformSize=True
         UseSubdivisionScale=True
         UseRandomSubdivision=True
         Acceleration=(Z=120.000000)
         ColorScale(0)=(Color=(B=80,G=240))
         ColorScale(1)=(RelativeTime=2.000000,Color=(B=120,G=220,R=100,A=255))
         FadeOutStartTime=0.400000
         FadeInEndTime=0.250000
         MaxParticles=30
         StartLocationShape=PTLS_Sphere
         SphereRadiusRange=(Max=8.000000)
         SpinsPerSecondRange=(X=(Min=-0.300000,Max=0.300000))
         SizeScale(0)=(RelativeSize=1.000000)
         SizeScale(1)=(RelativeTime=1.000000,RelativeSize=2.000000)
         StartSizeRange=(X=(Min=4.000000,Max=12.000000))
         Texture=Texture'EmitterTextures.MultiFrame.LargeFlames'
         TextureUSubdivisions=4
         TextureVSubdivisions=4
         LifetimeRange=(Min=1.000000,Max=0.750000)
         StartVelocityRange=(X=(Min=10.000000,Max=-10.000000),Y=(Min=10.000000,Max=-10.000000))
     End Object
     Emitters(0)=SpriteEmitter'Taskforces.DisruptorBodyFlame.SpriteEmitter1'

     AutoDestroy=True
     LightType=LT_Steady
     LightEffect=LE_QuadraticNonIncidence
     LightHue=75
     LightSaturation=127
     LightBrightness=48.000000
     LightRadius=3.000000
     LightCone=128
     bLightChanged=True
     bNoDelete=False
     bNetTemporary=True
     RemoteRole=ROLE_SimulatedProxy
     Style=STY_Masked
     bDirectional=True
}
